Cloth sim + overlay material breaks base material

Hey everyone, I just switched the outline method we use in our game from post-processing to a very simple overlay material and it works great for most things (can’t show anything because of NDA), but it breaks our main character’s material.

The character’s skeletal mesh is made from 3 meshes and their respective materials : one for the body, one for the head and one for the cape. On 2 of these, the outline works too (I’ll probably use some vertex painting to fix some artifacts in the face but other than that it’s great) but when it comes to the cape mesh it gets pretty weird.

The cape has some clothing data which is causing the outline to not work and the base (two-sided) material to be replaced by the default Unreal checkers mat (removing said data makes the base mat work and the outline show up) BUT only on the outside of the cape. On the inside, the material appears normally (no outline though but it’s a plane so that’s to be expected since I’m sampling vertex normals).

Even if I switch the cape material to one-sided it still breaks the material (the only side of the material that shows up anyway). Also, when the overlay material is empty it still breaks the base mat so it’s not the vertex normal sampling either.

I haven’t found anything online about this but maybe someone has had the same issue and knows how to fix it?

Have a nice day :slightly_smiling_face:

I think ive got the same issue, but with no overlay materials, on any section with cloth sim the texture appears as the unreal base material.
This only occurs when I load a character up in level, If I load the character in BP before loading up a level the mateiral shows correctly.
Any help on this would be appricated.
cheers,